Base Class: Cleric
The City domain is concerned with the citizenry, commerce, traffic, and even architecture of modern civilization. In the eyes of a cleric of the city, the centre of modern life is a sense and spirit of community, and the gravest enemies of the city are those who seek to harm the common weal of its citizens.
Bonus Cantrip
When you choose this domain at 1st level, you gain the on/off cantrip.
Bonus Proficiencies
Also starting at 1st level, you gain proficiency with sidearms and proficiency with vehicles (land).
Heart of the City
From 1st level, you are able to tap into the spirit of community found in the city. While you are within any city, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion check, and you are considered proficient in the appropriate skill. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Channel Divinity: Spirits of the City
Starting at 2nd level, you can use your Channel Divinity to call on the city for aid. As an action, you present your holy symbol, and any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice).
Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice by hazards such as entangling wires, high-pressure water erupting from fire hydrants, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.
This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM.
Block Watch
Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered expertise in the Insight and Perception skills.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with psychic energy borrowed from the citizens of your city. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8.
9-1-1
At 17th level, the city's defenses are your defenses. As an action, you can summon emergency services to teleport to your location immediately. Choose one of the following options:
- 2 cop cars with 2 cops each
- 1 ambulance with 2 medical professionals
- 1 fire truck with 4 firemen
Once you use this feature, you must finish a long rest before using it again.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/10/2020 7:22:51 PM
|
1
|
1
|
--
|
Coming Soon
|
Comments